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Omega Haxors

Vintarian
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Everything posted by Omega Haxors

  1. Basically when an item runs out of life, instead of deleting the item outright, it sends a signal to the current coordinate and flags it to turn into a Junk Pile block entity. Junk Pile blocks will exist on its own layer so it won't be affected by other blocks in the main blockmap nor fluids. The purpose of a Junk Pile is to suck up items nearby and grow in size. If the player throws an item into a Junk Pile it instantly enters the pile, causing it to grow. The player is also capable of creating a pile on their own through some sort of process. There are three types of junk pile depending on the context of how it was created: 1) Strewn Junk: This applies to any pile created within air. It renders as items strewn across the ground. Items thrown onto it get added, increase its size, and you can right click to pick out items. 2) Buried Junk: If a Junk Pile exists within a block that is not air, it becomes buried. You cannot meaningfully interact with it, except breaking the block to release all the items. Also, if Strewn Junk sits on a soft block such as dirt and it either rains or entities walk over it, items may eventually become buried into the block below. Junk sitting on a loose block like sand or gravel causes it to become buried on its own, and may lodge itself much deeper than it would in dirt. You might be able to use a mattock to extract items out of the dirt using a chisel-like system. Maybe you're not the only one; try using it around ruins. Maybe you'll find some buried treasure and piece together the story of whoever lived there last. 3) Floating/Sunken Junk: If a Junk Pile is not buried and becomes waterlogged, items will split to either either float to the surface or sink to the bottom. It becomes Strewn again if the water is removed, or buried if a block is placed or sits at the bottom. Water may become polluted if certain types of junk are allowed to fester in a waterlogged pile. So what's to stop the player from just abusing this system for unlimited storage. My first answer: who cares? It's immersive and leads to interesting gameplay. Well a more serious answer to this is that junk piles have a lot of disadvantages that the player has to deal with. Junk is essentially unaccounted for, so animals may take it, drifters may steal them, it might find itself buried and you need to go looking for them, and of course nothing is sorted so good luck picking out what is what. It's also not a very good environment so you might find that certain items may become decayed over time due to being left in the elements. You might have to take your iron tools to a whetstone to make it useable again, for example. You might kick around stuff you leave on the ground making it even harder to find and maybe even trip over it causing damage to the item. And finally the biggest downside: Junk takes up space and you might find that you're living in a house from Hoarders if you become careless. As with most things I make suggestions for, this is probably going to eventually become a mod, but i've been pretty inactive in the scene so I won't complain if it makes it into vanilla.
  2. Bears are kind of really bad design. Wolves suck but you can run from them and they give a lot of warning. Bears just feel unfair and overpunishing. They're also extremely easy to exploit if you get them stuck on a fence or bring them to water, so they're not even that hard to deal with if you're willing to cheat.... I just feel like the game frontloads its difficulty way too much, and leans more on artificial difficulty than actually putting you on the back foot. It feels feels like an RPG where you start off powerless and then are eventually able to take out god. I just don't feel like that's reasonable design for a survival game, especially one without any scaling enemy difficulty.
  3. Real life information helps. You're probably not going to find a hot biome in the middle of winter wonderland. If you went North, East, or West in your search, your chances are slim. Bauxite is also a surface strata, so there's very little point looking for it underground. The guide doesn't outright tell you this: you have to infer it with the information that it does. Most video games teaches you to gamble mindlessly, Vintage Story is one of the few games where your knowledge of the world matters far more to your success. For every method that requires a huge blind leap of faith there are multiple methods where your observational skills will guide you to where you need to be. I used to think that finding halite was unreasonably difficult until I looked into where you can find it and now I have more than I really know what to do with. One thing I will agree with though is that there are too many times where you need to learn how to find a material where as soon as you do you have nearly limitless amounts of it, but the gameplay only requires you use a few pieces of it. I remember just overpaying for the Borat I needed for the iron anvil because it really feels like the game is disrespecting your time by expecting the player to go on a grand adventure for something they're only going to use 3 times max throughout their entire session. I'm sure this problem will get better as more core progression is added to the game, but as it stands now it feels really bad gameplay-wise to jump from iron to steel and many feel it's not worthwhile to go for despite being +1 tier and 4x the durability of iron at no real cost.
  4. Not only that, but the mechanics of how it happens are extremely interesting
  5. You know, that's a good observation. There does seem to be a lot of dead wolves and bears around the traders....
  6. A set of lamellar is enough to completely negate their rocks, once you learn that they go from annoying to completely ignorable. The rock only does a single point of damage, so if your damage % and damage reduction add up to be less than 1, it just bounces off. I personally enjoy fighting the Nnns in the caves, it makes things a little more interesting. Just wish their higher tier counterparts did more ranged damage so they put up a threat. It's actually easier to deal with them once you have basic armor because their rock throw goes off on cooldown and overrides/cancels all other AI actions. Now you know what would make them really scary? Is if they could leap at you to close the distance rather than just lazily pelting you with a rock. Make it require some time to charge up as an action so they can't just spawn in and immediately use it on you *coughrockscough* Give it very little horizonal component and make them not use it if you're already close to their Y level so they can do it to jump out of pits or deal with you trying to pillar-cheese them but they won't do it if you're playing fair.
  7. I used to enjoy the temporal storms, until I was early game during one and it spawned a level 4 enemy RIGHT ON ME that instantly killed me even though I was moving as fast as I possibly could have. And now I won't go out without at least steel chainmail armor, because that is an absolute abortion of game design. They're not even that fun when you're fully decked out in armor, because 90% of the enemies are T1/2 trash that die in one hit and can't even penetrate your armor. Yawn. But then suddenly you'll take half your life and get launched like 2 feet into the air because a T4+ spawned behind you. It's really not in a good place, at all. RNG should not be the sole thing dictating if you get to enjoy yourself or not, especially when there's three levels of temporal storm that only affect the duration, not the difficulty. The meta strategy should not be spam stones everywhere or carpet your house with path tiles, it should be actually engaging with the mechanics.
  8. Looks like you got yourself some InCassiterite, it looks like tin but it actually gives you copper. How inconsiderate.
  9. Coulda lifted the glider (minus the overpowered crouch dive feature it has) from OpenBlocks, that thing has perfect physics, feels great but isn't any faster than terrestrial travel. It even has a mechanic where you can ride wind currents to gain height which works based on the terrain around you. It's not super strong (ignoring that obscene crouch dive which makes you go like 10x as fast at the cost of only a little bit of your height) but it's just enjoyable to use. While i'm on the topic, how about an earlier game option for getting down mountains that isn't tediously jumping down the side? Some spawns can be brutal.
  10. Losing your stuff is garbage design and archaic as hell. I don't mind players being punished for their own mistakes but losing items damages not just your playthrough but also the environment in which you had to exploit in order to get those items in the first place, making it harder to reobtain them on your second playthrough. A solution I use when playing :OtherBlockGameTM: is to install gravestones but only allow other players to loot them, that way you're still punished for dying but you're not deleting the items from the game completely. That means if you get lucky you can find the grave of a high level player and get a head start. Maybe have to kill the skeleton of the player who died using their gear so you can't progression skip? Just a thought
  11. Thorfinn is correct. Ever since they made it so that you can use plates for smithing, it makes certain recipes a lot easier. If you have a helvehammer ready, the plate recipe is a lot more convenient to work with, otherwise you're better off using the singleton recipe. Once you've felt the utter convenience of plate smithing though, it's really hard to go back. Especially for recipes like chainmail which is just punching in holes.
  12. I believe it's called saturation in the code, besides they both mean the same thing.
  13. That cover goes hard.
  14. I always play in debug view because I write mods, but it actually does have a counter. No clay is ever wasted, it just carries over to your next form.
  15. Max Reduction: Replaces tier, the maximum amount of damage that can be blocked, equal to damage output of a falx of equal tier Block Chance: Chance armor will actually block a hit, non-100% values mostly for shields or armor that lacks full coverage (such as some helmets) Negate Chance: Armor will completely protect you (up to its max) if this roll succeeds, makes a special sound effect when this happens Damage Reduction: A percentage of how much damage will be reduced (up to its max) Durability - For every 1 point of health reduced, remove 1 point of durability Weight - Determines hunger and movement penalty Stiffness - Determines ranged weapon and movement penalty Remove healing debuff outright, the overtuned-as-shit poultices is not armor's problem and never should have been added in the first place. Wood: Negate chance is 100% but max reduction is low Leather: Very low negate chance but great damage reduction Gambeson: Very high armor stats but fairly high stiffness Lamellar: Balanced all-around stats, though lackluster Brigandine: Heavy with a higher chance of damage negation Chain: Very good stats, but only 50% block chance against stabbing attacks Scale: Somewhat heavy but with good all-around stats and no major weakness Plate: Very heavy and stiff with extremely high stats, but crush attacks cannot be negated
  16. In the real world, the best time to harvest crops is before they've fully completed their life cycle so with that in mind I am proposing a huge balance change: When you get to the endgame there's always a problem where your food yield is always way higher than you would realistically need, and that leads to high level players drowning in more crops and seeds than they could ever possibly need. There should be three stages to crops growth: 1) Young - This crop will drop nothing but one seed packet 2) Mature - This crop will drop the maximum amount of food (using current values) 3) Elder - This crop will drop the maximum amount of seeds (using current values) The catch is that harvesting a mature crop will yield very little (10%) seeds while harvesting an elder crop will yield very little produce. When you reach the end game you have to balance when to harvest your crops in order to ensure you don't end up with too much of one resource.
  17. REDESIGN plans for the future: Plantlevel is going to be accessed through gameplay. To start, you first do something with seaweed and that will give you a little plantlevel. Upon doing this you unlock a belly bar, which appears near your food bar. This is a currency which is consumed to allow you to do photosynthesis. Every time you eat your belly bar goes up based on the amount of food eaten, or maybe I can have it go up whenever saturation (food) depletes. Here's the fun part: if your belly is under half full, your plant level will go up, and if it's over half full, it will start to go down. Plantlevel caps at 50% and if it's allowed to reach back to 0% you will revert to normal and have to start over the process. Phototrophes start with a +50% buff but completely lose the ability to eat if their belly fills, requiring them to use it up through sunlight. I also have to move everything from the external handler to a proper entity behavior so that I can do some major optimizations. Most importantly to do custom NBT handling as the current NBT handler is really bad at dealing with large amounts of NBT values being changed at once. There are also plans to add an invisible sugar bar which handles the boosts from phototrophy rather than just applying the boosts directly. Major advantage of this system is allowing normal players to access it, either through the food that they're eating, or as a dedicated item. Boosts from sugar will be contextual. If you're sprinting it will increase your speed, and if you're not it will be converted into food instead.
  18. The difference between a good combat system and a garbage one is the existence of hitstun. Otherwise you're just trading hits and that isn't fun.
  19. Basically a convenience recipe for clayforming which makes a bowl, a cooking pot, a crucible, and a crock all in one go.
  20. It was originally going to be that way but they wanted to do ore duplication and having burnt my ass off on just how absurd that got in minecraft modded scene was strongly against it. The main problem with ore duplication is that it gives you FOMO where you have to hold on to unprocessed ores for like 90% of your game until you reach the point where you can fully extract all the material out of it, and that just isn't fun. Why they didn't just add the functionality but without the duplication is beyond me. That would have been extremely useful. I think the devs are holding on to the idea to use it for something more fitting down the road than just magically getting double metal out of ores.
  21. I used ol' Sealsbane back in the day, amazing weapon but f all for range. Really I just wanted the scrap axe because it can be used as a tool.
  22. The entire game's wordgen was adjusted to justify the use of the glider, but in practice for a vast majority of the time the glider isn't even useful because of how difficult it is to obtain. I don't think there's a problem with the current glider for it is as powerful as it should be at its level, but there should definitely be lower tier gliders which make vertical transportation more fun. Hand Parachute: Made from pelts, this handheld parachute allows *extremely* limited gliding. You will take reduced fall damage allowing you to get about 5 or so more blocks before taking damage. Your terminal velocity will be reduced capping the total fall damage taken to something reasonable (5HP worth at worst) so you won't be able to use it to trivialize falling completely. You must hold it in your hotbar and have a free offhand to use it. While actively in use you won't be able to let go of it (preventing accidental dismounts) until it's no longer in use, or you drop it. Zip Line: Made from copper and guided by rope. You can set it up at two points and then use it to quickly lower yourself in the future. Similar to the Hand Parachute it requires both hands free to use, and it also goes down a preset path, however you won't take any fall damage when using it and you'll go pretty fast. You should take care not to go TOO fast or you might burn the rope out. You can get around this by using a steel cable which will never break. Hang Glider: The deluxe upgrade to the Hand Parachute, this is made out of finely tailored cloth and behaves similarly to the hang glider from OpenBlocks because its physics just feel so nice. You can color it with all sorts of patterns to customize it. It's relatively slow compared to the backpack glider and requires both hands free to use.
  23. Sadly there isn't any code in the game to handle entity riding, so as it stands now any kind of piloting is not really an option.
  24. There's a revive function (handles respawning) you could probably look into how it works and then make your own version. And I believe that dying is handled by the BEBehaviorEntityHealth so that's another avenue you can hook into. Normally I'd suggest cancelling the death event but I know from personal experience that the event handler sucks and you likely can't do it that way.
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